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Parallax Occlusion Map Support? #138
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I am just going to leave this link here (slide 25, silhouette POM), for a reference: |
Absolutely, a silhouette with POM would be ideal! |
This was previously and briefly mentioned here: #40 (comment) |
Hmm. That’s interesting. I’m sure I’ve seen it mentioned in a recent chat that it could be done fast enough for real time in this situation. 🤔 I’d still love to see it. It could be even more beneficial than it already is, then, to have min/max stepping controls so artists can tweak the quality of the materials as needed. This way it’s the artist or designer’s responsibility to define performance parameters for their assets, yeah? :) |
This feature adds so much potential depth and detail to environments that I would be remiss if I didn't bring it up!
Parallax Occlusion, especially seen in Star Citizen, adds a whole world of detail to their models - usually used to add final touches and greebles. In the context of Quake 2 RTX, this is especially true with all the surfaces in the game: from walls with studs and other interesting shapes otherwise made to look flat by BSPs. POM could resolve these issues and make the game really "pop", and offer artists like myself another very powerful tool to author content in this engine! It would be hugely beneficial for POM to work on both BSPs and meshes.
A couple screenshots for good measure:
Without pointing it out:
With pointing it out:
It occurs to me also that this could also benefit from stepping / quality toggles for users to tweak performance values in-game. :)
Thanks so much for reading! If you need assets to test this with, let me know: I'm happy to put some together.
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